CN109276883A - Synchronous method, server-side, client, medium and the electronic equipment of game information - Google Patents
Synchronous method, server-side, client, medium and the electronic equipment of game information Download PDFInfo
- Publication number
- CN109276883A CN109276883A CN201811075651.1A CN201811075651A CN109276883A CN 109276883 A CN109276883 A CN 109276883A CN 201811075651 A CN201811075651 A CN 201811075651A CN 109276883 A CN109276883 A CN 109276883A
- Authority
- CN
- China
- Prior art keywords
- game
- information
- synchronized
- game information
- coordinate
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Granted
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
Abstract
The embodiment of the invention provides a kind of synchronous method of game information, server-side, client, computer media and electronic equipments, wherein, the synchronous method of the game information includes: to receive the game information to be synchronized from least one client, the game information containing type mark to be synchronized;The type of the game information to be synchronized is judged according to the type identification, and the game information to be synchronized is handled according to judging result, to carry out simultaneous display at least one described client according to the game information to be synchronized.The technical solution of the embodiment of the present invention avoids the delay in mobile logic of class information communication process, improves the mobile fluency of virtual objects in scene of game, enhances the game experiencing of game player.The problem of key messages such as state class logical message are missed is avoided simultaneously, to bring the game experiencing for approaching reality for game player.
Description
Technical field
The present invention relates to technical field of image processing, synchronous method, service in particular to a kind of game information
End, client, medium and electronic equipment.
Background technique
The game of networking battle, such as: the more online tactics competitive game of people (Multiplayer Online Battle
Arena, referred to as: Moba), core playing method is exactly that player fights player (Player versus player, referred to as: PVP) and plays
Method.However, controlling the moving process of game role in Moba mobile phone games, there are very strong uncertainties, such as to move deflecting more
And deflecting range is big, causes predictability low, and the mobile control simultaneously for game role is required to timely respond to, and reduces
Wink moves, and pulls and other abnormal performances, and hand swims that distinctive network fluctuation range is big, and the factors such as drop probabilities height all can shadow
Ring the game performance of Moba hand trip.Thus, it is mutual between each game role of player's control in sync client scene of game
Dynamic performance (such as shift position etc.) is problem to be solved.
In the prior art, the game of networking battle is generally completed by server-side in order to avoid client cheating problem
It is all to injure relevant calculating logic, while avoid certain client networks causes other people to show exception extremely.And it is based on
Reliable communication protocol carries out the information transmitting (such as: rocking bar information, coordinate information etc.) between server-side and client, to protect
All information transmitted between card server-side and client can all arrive at other side, even if causing packet loss in network environment fluctuation
When, it can guarantee that all communication informations can orderly reach other side by retransmission mechanism.
However, the synchronous effect of the synchronous method of existing game information is to be improved.
It should be noted that information is only used for reinforcing the reason to background of the invention disclosed in above-mentioned background technology part
Solution, therefore may include the information not constituted to the prior art known to persons of ordinary skill in the art.
Summary of the invention
A kind of synchronous method for being designed to provide game information of the embodiment of the present invention, server-side, client, medium and
Electronic equipment, and then overcome the synchronous effect of the synchronous method of existing game information to be improved at least to a certain extent
Defect.
Other characteristics and advantages of the invention will be apparent from by the following detailed description, or partially by the present invention
Practice and acquistion.
According to a first aspect of the embodiments of the present invention, a kind of synchronous method of game information is provided, comprising:
Receive the game information to be synchronized from least one client, the game information containing type mark to be synchronized
Know;
Judge the type of the game information to be synchronized according to the type identification, and according to judging result handle it is described to
Synchronous game information, to carry out simultaneous display at least one described client according to the game information to be synchronized.
In some embodiments of the invention, the type of the game information to be synchronized is judged according to the type identification,
And the game information to be synchronized is handled according to judging result, comprising:
The game information to be synchronized is judged for mobile logic of class information according to the type identification, then processing is described to same
It walks game information and obtains processing result, and the processing result is sent at least one described client based on unreliable communication protocol
End, to carry out simultaneous display at least one described client according to the mobile logic of class information.
In some embodiments of the invention, the unreliable communication protocol includes User Datagram Protocol (User
Datagram Protocol, referred to as: UDP).
In some embodiments of the invention, the type of the game information to be synchronized is judged according to the type identification,
And the game information to be synchronized is handled according to judging result, comprising:
The game information to be synchronized is judged for state class logical message according to the type identification, then judgement is described to same
Whether continuous with previous bar state logic of class information walk game information;
If the game information to be synchronized and previous bar state logic of class information are continuous, the game letter to be synchronized is handled
Breath obtains processing result, and sends the processing result at least one described client, so that institute based on reliable communication protocol
State the corresponding scene of game of state class logical message simultaneous display at least one described client.
In some embodiments of the invention, the processing result is being sent to described at least one based on reliable communication protocol
After a client, further includes:
ACK message is sent to the client for sending the mobile logical message.
In some embodiments of the invention, judge the game information to be synchronized whether with the previous bar state logic of class
After information is continuous, further includes:
If the game information to be synchronized and previous bar state logic of class information are discontinuous, patrolled to the state class is sent
The destination client for collecting information, which is sent, retransmits request;
The state class logical message that the destination client is retransmitted based on reliable communication protocol is received, and is judged again
Whether the state class logical message is continuous with previous bar state logic of class information.
In some embodiments of the invention, the reliable communication protocol includes KCP.
In some embodiments of the invention, the state class logical message include: game role technical ability release conditions,
The display state of static virtual object in the death of game role/demutation state, scene of game, in the broadcast of battle field information extremely
Few one kind.
In some embodiments of the invention, it handles the game information to be synchronized and obtains processing result, comprising:
Obtain coordinate of the virtual objects to be moved in current game scene as origin coordinates and it is described to
The moving direction of mobile virtual objects;
First object coordinate is determined in the current game scene according to the origin coordinates and the moving direction;
In conjunction with the map of default scene of game, judge on the straight line between the origin coordinates and the first object coordinate
With the presence or absence of virtual obstacles;
Determine that the movement routine information of the virtual objects to be moved is believed as first movement path according to judging result
Breath.
In some embodiments of the invention, the movement routine of the virtual objects to be moved is determined according to judging result
Information is as first movement routing information, comprising:
There are virtual obstacles on straight line between the origin coordinates and the first object coordinate, then to be described wait move
Pathfinding is again to determine the second coordinates of targets for dynamic virtual objects, and by the origin coordinates, second coordinates of targets and institute
The determining movement routine of first object coordinate is stated as the first movement routing information.
In some embodiments of the invention, the movement routine of the virtual objects to be moved is determined according to judging result
Information is as first movement routing information, comprising:
The judging result is that there is no virtual obstacles, then the shifting determined the origin coordinates and first object coordinate
Path is moved as the first movement routing information.
In some embodiments of the invention, on the mobile road for determining the virtual objects to be moved according to judging result
After diameter information is as first movement routing information, further includes:
Shifting of the virtual objects to be moved in current game scene is determined according to the first movement routing information
Dynamic speed.
According to a second aspect of the embodiments of the present invention, a kind of synchronous method of game information is provided, comprising:
In response to the game operation of user, game information to be synchronized, the game information containing type mark to be synchronized are obtained
Know;
Judge the type of the game information to be synchronized according to the type identification, and according to judging result send it is described to
Synchronous game information to server-side so that the server-side according to the type identification to the game information to be synchronized at
The corresponding scene of game of the game information to be synchronized is shown reason at least one client synchronization in turn.
In some embodiments of the invention, the type of the game information to be synchronized is judged according to the type identification,
And the game information to be synchronized is sent to server-side according to judging result, comprising:
The game information to be synchronized is judged for mobile logic of class information, then based on unreliable logical according to the type identification
Believe that agreement sends the game information to be synchronized to server-side so that the server-side to the game information to be synchronized at
Reason and the corresponding scene of game of the game information to be synchronized are shown at least one described client synchronization.
In some embodiments of the invention, the unreliable communication protocol includes UDP.
In some embodiments of the invention, the type of the game information to be synchronized is judged according to the type identification,
And the game information to be synchronized is sent to server-side according to judging result, comprising:
Judge that the game information to be synchronized for state class logical message, is then based on reliable communication according to the type identification
Agreement sends the game information to be synchronized to server-side, so that the server-side handles the game information to be synchronized
And the corresponding scene of game of the game information to be synchronized is shown at least one described client synchronization.
In some embodiments of the invention, the reliable communication protocol includes KCP.
In some embodiments of the invention, the state class logical message include: game role technical ability release conditions,
The display state of static virtual object in the death of game role/demutation state, scene of game, in the broadcast of battle field information extremely
Few one kind.
According to a third aspect of the embodiments of the present invention, a kind of synchronous method of game information is provided, comprising:
The movement routine information of the virtual objects to be moved from server-side is received as first movement routing information, institute
Stating first movement routing information includes: the first coordinate and the second coordinate, and first coordinate is the virtual objects to be moved
Changing coordinates in the server-side scene of game, second coordinate are the virtual objects to be moved in the service
Hold the coordinates of targets in scene of game;
Coordinate of the virtual objects to be moved in current game scene is obtained as third coordinate;
In conjunction with the map of default scene of game, judge on the straight line between the third coordinate and second coordinate whether
There are virtual obstacles;
Determine that the movement routine information of the virtual objects to be moved is believed as the second movement routine according to judging result
Breath.
In some embodiments of the invention, the movement routine of the virtual objects to be moved is determined according to judging result
Information is as the second movement routine information, comprising:
There are virtual obstacles on straight line between the third coordinate and second coordinate, then with the third coordinate
Straight line and the first path information between to first coordinate is as the second movement routine information.
In some embodiments of the invention, the movement routine of the virtual objects to be moved is determined according to judging result
Information is as the second movement routine information, comprising:
Virtual obstacles are not present on straight line between the third coordinate and second coordinate, then with third seat
Mark is to the straight line between second coordinate as the second movement routine information.
In some embodiments of the invention, on the mobile road for determining the virtual objects to be moved according to judging result
After diameter information is as the second movement routine information, further includes:
The movement speed of the virtual objects to be moved is determined according to the second movement routine information.
According to a fourth aspect of the embodiments of the present invention, a kind of server-side is provided, comprising:
Receiving module, for receiving the game information to be synchronized from least one client, the game letter to be synchronized
Cease containing type mark;
Judgment module, for judging the type of the game information to be synchronized according to the type identification, and according to judgement
Game information to be synchronized described in result treatment, to be carried out at least one described client according to the game information to be synchronized
Simultaneous display.
According to a fifth aspect of the embodiments of the present invention, a kind of client is provided, comprising:
Module is obtained, for the game operation in response to user, obtains game information to be synchronized, the game letter to be synchronized
Cease containing type mark;
Sending module, for judging the type of the game information to be synchronized according to the type identification, and according to judgement
As a result the game information to be synchronized is sent to server-side, so that the server-side is according to the type identification to described to be synchronized
Game information handle and then the corresponding scene of game of the game information to be synchronized is shown at least one client synchronization.
According to a sixth aspect of the embodiments of the present invention, a kind of client is provided, comprising:
Receiving module, the movement routine information for receiving the virtual objects to be moved from server-side are moved as first
Dynamic routing information, the first movement routing information include: the first coordinate and the second coordinate, and first coordinate is described wait move
Changing coordinates of the dynamic virtual objects in the server-side scene of game, second coordinate are described to be moved virtual right
As the coordinates of targets in the server-side scene of game;
Module is obtained, is sat for obtaining coordinate of the virtual objects to be moved in current game scene as third
Mark;
Judgment module, for combining the map of default scene of game, judge the third coordinate and second coordinate it
Between straight line on whether there is virtual obstacles;
Determining module, for being determined the movement routine information of the virtual objects to be moved as according to judging result
Two movement routine information.
According to a seventh aspect of the embodiments of the present invention, a kind of computer-readable medium is provided, computer is stored thereon with
Program realizes the game information as described in above-described embodiment first to third either side when described program is executed by processor
Synchronous method.
According to a eighth aspect of the embodiments of the present invention, a kind of electronic equipment is provided, comprising: one or more processors;
Storage device, for storing one or more programs, when one or more of programs are held by one or more of processors
When row, so that one or more of processors realize the game letter as described in above-described embodiment first to third either side
The synchronous method of breath.
Technical solution provided in an embodiment of the present invention can include the following benefits:
In the technical solution provided by some embodiments of the present invention, by judging that the game to be synchronized of scene of game is believed
The type of breath, and different processing is carried out to different types of game information to be synchronized.For mobile logic of class information, then it is based on
Unreliable communication protocol sends the corresponding processing result of mobile logic of class information at least one described client according to
Mobile logic of class information carries out simultaneous display at least one described client, propagates so as to avoid mobile logic of class information
Delay in the process improves the mobile fluency of virtual objects in scene of game, enhances the game experiencing of game player.For shape
State logic of class information, then based on reliable communication protocol send the corresponding processing result of state class logical message to it is described at least one
Client makes the corresponding scene of game of state class logical message simultaneous display at least one described client, to keep away
Exempt from the problem of key messages such as the game information to be synchronized for embodying state are missed, is approached now to be brought for game player
Real game experiencing.
It should be understood that above general description and following detailed description be only it is exemplary and explanatory, not
It can the limitation present invention.
Detailed description of the invention
The drawings herein are incorporated into the specification and forms part of this specification, and shows and meets implementation of the invention
Example, and be used to explain the principle of the present invention together with specification.It should be evident that the accompanying drawings in the following description is only the present invention
Some embodiments for those of ordinary skill in the art without creative efforts, can also basis
These attached drawings obtain other attached drawings.In the accompanying drawings:
Fig. 1 diagrammatically illustrates the flow diagram of the synchronous method of the game information of an embodiment according to the present invention;
Fig. 2 a diagrammatically illustrates the process signal of the synchronous method of game information according to another embodiment of the present invention
Figure;
Fig. 2 b diagrammatically illustrates the processing knot according to the present invention that mobile logic of class information is sent based on unreliable protocol
The method flow schematic diagram of fruit;
A kind of flow diagram sending mobile logic of class information from server-side to client shown in Fig. 3;
Fig. 4 diagrammatically illustrates the process signal of the synchronous method of state class logical message according to an embodiment of the invention
Figure;
The process that Fig. 5 diagrammatically illustrates the synchronous method of the mobile logic of class information of an embodiment according to the present invention is shown
It is intended to;
The server-side that Fig. 6 shows Fig. 5 embodiment presets map schematic diagram;
Fig. 7 diagrammatically illustrates the process of the synchronous method of mobile logic of class information according to another embodiment of the present invention
Schematic diagram;
Fig. 8 diagrammatically illustrates the flow diagram of the synchronous method of the game information of an embodiment according to the present invention;
Fig. 9 diagrammatically illustrates the process signal of the synchronous method of game information according to another embodiment of the present invention
Figure;
Figure 10 diagrammatically illustrates the flow diagram of the synchronous method of the game information of an embodiment according to the present invention;
The server-side that Figure 11 shows Figure 10 embodiment presets map schematic diagram;
Figure 12 diagrammatically illustrates the process signal of the synchronous method of game information according to another embodiment of the present invention
Figure;
Figure 13 diagrammatically illustrates the structural schematic diagram of the server-side of embodiment according to the present invention;
Figure 14 diagrammatically illustrates the structural schematic diagram of a client of embodiment according to the present invention;
Figure 15 diagrammatically illustrates the structural schematic diagram of another client of embodiment according to the present invention;
Figure 16 shows the structural schematic diagram for being suitable for the computer system for the electronic equipment for being used to realize the embodiment of the present invention.
Specific embodiment
Example embodiment is described more fully with reference to the drawings.However, example embodiment can be with a variety of shapes
Formula is implemented, and is not understood as limited to example set forth herein;On the contrary, thesing embodiments are provided so that the present invention will more
Fully and completely, and by the design of example embodiment comprehensively it is communicated to those skilled in the art.
In addition, described feature, structure or characteristic can be incorporated in one or more implementations in any suitable manner
In example.In the following description, many details are provided to provide and fully understand to the embodiment of the present invention.However,
It will be appreciated by persons skilled in the art that technical solution of the present invention can be practiced without one or more in specific detail,
Or it can be using other methods, constituent element, device, step etc..In other cases, it is not shown in detail or describes known side
Method, device, realization or operation are to avoid fuzzy each aspect of the present invention.
Block diagram shown in the drawings is only functional entity, not necessarily must be corresponding with physically separate entity.
I.e., it is possible to realize these functional entitys using software form, or realized in one or more hardware modules or integrated circuit
These functional entitys, or these functional entitys are realized in heterogeneous networks and/or processor device and/or microcontroller device.
Flow chart shown in the drawings is merely illustrative, it is not necessary to including all content and operation/step,
It is not required to execute by described sequence.For example, some operation/steps can also decompose, and some operation/steps can close
And or part merge, therefore the sequence actually executed is possible to change according to the actual situation.
Fig. 1 diagrammatically illustrates the flow diagram of the synchronous method of the game information of an embodiment according to the present invention,
This method executes each step in figure as executing subject by server-side.With reference to Fig. 1, which includes:
Step S101 receives the game information to be synchronized from least one client, the game information packet to be synchronized
Containing type identification;With
Step S102 judges the type of the game information to be synchronized according to the type identification, and according to judging result
The game information to be synchronized is handled, to synchronize at least one described client according to the game information to be synchronized
Display.
It is explained in conjunction with the synchronous method of Fig. 2 a, Fig. 2 b to the game information of embodiment illustrated in fig. 1:
In step S101/S201, the same of the multiple client game scenario of the game of same field networking battle is participated in
Step, needs each client that game information to be synchronized is sent to server-side, such as sent in the form of broadcast.This implementation
In example, server-side receives the game information to be synchronized of at least one client, also, the game information containing type to be synchronized
Mark.
In the exemplary embodiment, the game information to be synchronized networked in the game of battle can be divided into: virtual objects
The mobile logic of class information of (such as: game role, stage property etc.), such as player control movement of the game role in scene, or
Person excutes a law for enemy's game role or mobile effect is presented using related stage property;And game state logical message,
Such as: the release of the technical ability of game role, death/resurrection of game role, battle field information broadcast (including game role is defeated,
Defend tower to destroy etc.) and scene of game in static virtual object the non-moving category information such as display state.Wherein, type identification
For characterizing game to be synchronized as mobile logic of class information or state class logical message.
In step s 102, server-side judges the type of the game information to be synchronized according to type identification, and according to sentencing
Game information to be synchronized described in disconnected result treatment.It specifically includes:
Step S202 judges whether the game information to be synchronized is mobile logic of class information according to the type identification;
If the game information to be synchronized is mobile logic of class information, S203 is thened follow the steps, handles the trip to be synchronized
Play information acquisition processing result sends the processing result at least one described client based on unreliable communication protocol.
If the game information to be synchronized is not mobile logic of class information, S204 is thened follow the steps, is handled described to be synchronized
Game information obtains processing result, sends the processing result at least one described client based on reliable communication protocol.
In the exemplary embodiment, above-mentioned unreliable communication protocol includes UDP;Above-mentioned reliable communication protocol includes KCP.
In the related technology, when transmitting game information to be synchronized between server-side and client, not to game to be synchronized
The type of information is distinguish, i.e., all game informations to be synchronized are based on reliable communication protocol TCP transmitting.Based on reliable
When communication protocol carries out information transmitting, the logic of re-transmission is inevitable, therefore under the network environment of the high packet loss of high latency
It will cause prolonged network delay.That is, if a preceding mobile message in time sequencing (such as coordinate address
Deng) packet loss in transmission process, then client still will continue to receive subsequent to same during waiting its repeating transmission
Game information is walked, but simultaneously because the mobile message of the loss of front does not retransmit completion, causes subsequent mobile message that can stop
The buffer area for staying in client waits.To cause the virtual objects moved in scene of game that the void of Caton phenomenon or movement occurs
It is bad in turn result in game player's game experiencing there is a phenomenon where inaccuracy for quasi- object moving coordinate.
However, for the mobile logic of class information in the game of networking battle, in rear primary shifting in time sequencing
Dynamic information (such as coordinate address etc.) actually contains in mobile message interior for the previous period, and the shifting waited in buffer area
Dynamic information has actually had changed into expired mobile message.It is patrolled with reference to what Fig. 2 b was provided based on the mobile class of unreliable protocol transmission
Collect the method flow schematic diagram of the processing result of information.
Wherein, server-side receives the mobile logic of class information 21 of client transmission and is further processed.Originally it should will move
The processing result of dynamic logic of class information sends (such as in the form of broadcast) to client, but packet loss has occurred in server side,
I.e. dotted line 22 represents the processing result of above-mentioned mobile logic of class information by packet loss.Meanwhile single dotted broken line 25 represents if it is being based on
Reliable communication protocol, server receive information 21 after sending repeating transmission request to client and are sent to client after being further processed
The case where end.But in the case where being based on unreliable communication protocol, server does not send to client and retransmits request.Cause
This, mobile logic of class information 23 etc. of the client to server-side sending time sequentially after mobile logic of class information 21, clothes
Processing result (double dot dash line 24) is sent to by business device mobile logic of class information 23 posterior to time sequencing etc. after handling
Client.As it can be seen that double dot dash line 24, which is likely to be, reaches client before single dotted broken line 25.If being assisted based on reliable communication
View, client can cache processing result posterior in time sequencing, wait until retransmit, preceding place in time sequencing
Reason result and the corresponding processing result of double dot dash line 24 that display and then display caching are carried out to it;But based on can not
In the case where communication protocol, client just directly shows it after receiving double dot dash line 24, without waiting weight
Hair, preceding processing result (single dotted broken line 25) in time sequencing.
In technical solution provided in this embodiment, the type of game information to be synchronized is judged, is to move for type
Dynamic logic of class information then transmit between server-side and client based on unreliable communication UDP.The data packet of unreliable communication
Whether parsing reaches independent of packet before, i.e., in the case that generation mobile message (such as coordinate address etc.) is lost, no longer
It waits the repeating transmission for losing information but directly handles posterior mobile message in time sequencing.Due in time sequencing behind
Mobile message is contained in mobile message interior for the previous period, thus can correct the position loss for losing information.To solution
Caton phenomenon occurs for the virtual objects certainly moved in the relevant technologies game scenario or the virtual objects moving coordinate of movement occurs
The phenomenon of inaccuracy, and then improve game player's game experiencing.
In the exemplary embodiment, one kind shown in Fig. 3 sends the mobile logic of class from server-side 300 to client 310
The flow diagram of information.The present embodiment provides two individual communication interfaces, two kinds be connected to the network at one are realized not
Same transmission mode.Specifically, server 301 judges the type of game information to be synchronized with reference to Fig. 3, and according to sentencing
Game information to be synchronized is sent to server-side by reliable communication interface 302 or by unreliable communication interface 303 by disconnected result
300 transmission buffer 304, further, game information to be synchronized is passed to client 310 in a manner of UDP message packet
Reception buffer 311 shown in the scene of game that game information to be synchronized in UDP message packet passes through player in turn
Show.
Illustrative implementation includes: to increase by one on the basis of the data packet of original game information to be synchronized
Individual byte channel indicates that the type of game information to be synchronized is judged.Server 301 receive from client to
After the data packet of synchronous game information, determine whether game information to be synchronized is the mobile logic of class according to the value of channel
Information.Specifically, if the value of channel is 1, illustrate that game information to be synchronized is mobile logic of class information, then pass through
Game information to be synchronized is sent to and sends buffer 304 by unreliable communication interface 303;If the value of channel is 0,
It can be handled according to general KCP agreement.Specifically:
Fig. 4 diagrammatically illustrates the process signal of the synchronous method of the state class logical message of embodiment according to the present invention
Figure.With reference to Fig. 4, the method comprising the steps of S401- step S406.
In step S401, determine that the game information to be synchronized is state class logical message according to the type identification.
In step S402, judge whether the game information to be synchronized is continuous with previous bar state logic of class information.
If the game information to be synchronized and previous bar state logic of class information are continuous, in step S403, institute is handled
State game information to be synchronized and obtain processing result, and based on reliable communication protocol send the processing result to it is described at least one
Client, so that the corresponding scene of game of state class logical message simultaneous display at least one described client.And
In step s 404, send ACK to the client for sending the mobile logical message (Acknowledgement confirms character)
Message.
Wherein, relationship is had according to specific game information to be synchronized for the processing of state class logical message.For example, game
The death or resurrection of role, server-side, which executes the death of game role or brings back to life corresponding Predistribution Algorithm, obtains processing result, so
Processing result is broadcasted to each client afterwards.
If the game information to be synchronized and previous bar state logic of class information are discontinuous, in step S405, Xiang Fa
It send the destination client of the state class logical message to send and retransmits request;And in step S406, the target customer is received
The state class logical message that end group is retransmitted in reliable communication protocol, and judge again the state class logical message whether with
Previous bar state logic of class information is continuous.
As it can be seen that relative to the relevant technologies, when server-side 300 sends game information to be synchronized to client 310, by original
Single communication interface becomes two different interfaces, need to be selected according to the type of game information to be synchronized.And this reality
In the technical solution that example offer is provided, the type of game information to be synchronized is judged, is the to be synchronized of state class for type
Game information then transmit between server-side and client based on reliable communication KCP.
Wherein, KCP is to be wasted by certain flow come reduction average retardation as far as possible compared to the advantage of Transmission Control Protocol,
The present embodiment is used to improve the game experiencing of game player using KCP.Meanwhile for state class logical message, there is no believe
Redundancy is ceased, i.e. the time is sequentially not comprised in rear primary status information (such as technical ability release, role's resurrection etc.) previous
Status information in the section time, therefore, state class logical message need to be transmitted based on reliable communication protocol, to guarantee state
Logic of class information is delivered successfully, and reaches asking of avoiding the key messages such as the game information to be synchronized for embodying state from being missed
Topic brings the game experiencing for approaching reality for game player.
The process that Fig. 5 diagrammatically illustrates the synchronous method of the mobile logic of class information of an embodiment according to the present invention is shown
It is intended to, shows server-side for the embodiment of the treatment process of the mobile logic of class information received.Fig. 6 shows Fig. 5 implementation
The server-side of example presets 600 schematic diagram of map.With reference to Fig. 5, including step S501- step S505, in conjunction with Fig. 6 explanation figure 5, such as
Under:
In step S501, obtains coordinate of the virtual objects to be moved in current game scene and sat as starting
Mark PS1And the moving direction D of the virtual objects to be moved.
In step S502, according to the origin coordinates PS1It is true in the current game scene with the moving direction D
Determine first object coordinate PS2。
In the exemplary embodiment, first from origin coordinates PS1Launch on a ray to the direction moving direction D, root
According to s seconds moving distance of game role to be moved as first object coordinate PS2, wherein can according to the actual situation demand it is true
Determine the size of s.
In step S503, in conjunction with the map 600 of default scene of game, the origin coordinates P is judgedS1With first mesh
Mark coordinate PS2Between straight line on whether there is virtual obstacles B.
In step S504, determine the movement routine information of the virtual objects to be moved as according to judging result
One movement routine information.
In step S505, determine that the virtual objects to be moved are swum currently according to the first movement routing information
Movement speed in scene of playing.
In the synchronous method of mobile logic of class information shown in Fig. 5, server-side is in addition to according to virtual objects (example to be moved
Such as game role) except the coordinate and moving direction of server-side current game scene, it is preset on map also according to server-side
Virtual obstacles information carry out the moving direction that COMPREHENSIVE CALCULATING goes out virtual objects to be moved, so as to avoid being deposited in scene of game
The appearance of the non-picture for approaching reality of virtual obstacles (such as wall, defence tower etc.) is passed through in game role.Meanwhile Fig. 5
It provides in embodiment, virtual objects to be moved carry out the performance of mobile synchronization independent of historical data in each client.
Because current position and movement direction is the summation of mobile messages all in the past, if mobile synchronize dependent on historical data
The waste of huge information content is will cause.And in Moba game, player focuses more on current battlefield situation, therefore most fast
Newest present case is showed, realized in virtual objects to be moved in each client independent of historical data
It is mobile to synchronize the speed for being conducive to improve simultaneous display, be conducive to the game experiencing for improving game player.
Fig. 7 diagrammatically illustrates the process of the synchronous method of mobile logic of class information according to another embodiment of the present invention
Server-side is also shown for the embodiment of the treatment process of the mobile logic of class information received in schematic diagram.With reference to Fig. 7, packet
Step S701- step S705 is included, as follows in conjunction with Fig. 6 explanation figure 7:
In step s 701, coordinate of the virtual objects to be moved in current game scene is obtained to sit as starting
Mark PS1And the moving direction D of the virtual objects to be moved.
In step S702, according to the origin coordinates PS1It is true in the current game scene with the moving direction D
Determine first object coordinate PS2。
In step S703, in conjunction with the map 600 of default scene of game, the origin coordinates P is judgedS1With first mesh
Mark coordinate PS2Between straight line on whether there is virtual obstacles B.
If the origin coordinates PS1With the first object coordinate PS2Between straight line on there are virtual obstacles B, then exist
In step S704, be the virtual objects to be moved again pathfinding with determine the second coordinates of targets PS2', and the starting is sat
Mark PS1, the second coordinates of targets PS2' and the first object coordinate PS2Determining movement routine is as the first movement road
Diameter information.
If the origin coordinates PS1With the first object coordinate PS2Between straight line on be not present virtual obstacles B, then
In step S705, by the origin coordinates PS1With the first object coordinate PS2Determining movement routine is as described first
Movement routine information.
Server-side provided in this embodiment determines in the method for the movement routine of virtual objects to be moved, when straight line reaches
Path on there are when virtual obstacles, take to reach the mode of coordinates of targets after virtual obstacles again.Avoid use
In the related technology, server-side straight line reaches the length that coordinates of targets may cause virtual objects to be moved in client scene of game
The Novel presentations such as mobile in wall of time.
In the exemplary embodiment, after the first movement path mobile for virtual objects to be moved determines, wait move
The acquisition process of the movement speed of dynamic virtual objects, comprising:
For the origin coordinates PS1With the first object coordinate PS2Between straight line on there are virtual obstacles B's
Situation.Virtual objects to be moved are obtained by origin coordinates PS1By moving linearly to the time s of first object coordinate;And
Obtain origin coordinates PS1With the second coordinates of targets PS2’The distance between L1, the second coordinates of targets PS2' and first object coordinate PS2
The distance between L2.Further, it is determined that movement speed V1=(L1+L2)/s of virtual objects to be moved.
For the origin coordinates PS1With the first object coordinate PS2Between straight line on be not present virtual obstacles B
The case where.Virtual objects to be moved are obtained by origin coordinates PS1By moving linearly to the time s of first object coordinate;With
And obtain origin coordinates PS1With first object coordinate PS2The distance between L3.Further, it is determined that virtual objects to be moved
Movement speed V2=L3/s.
In the synchronous method of mobile logic of class information shown in Fig. 7, server-side is in addition to according to virtual objects (example to be moved
Such as game role) except the coordinate and moving direction of current game scene, it is preset also according to server-side virtual on map
Obstacle information carrys out the moving direction and movement speed that COMPREHENSIVE CALCULATING goes out virtual objects to be moved, so as to avoid scene of game
The appearance of the middle non-picture for approaching reality that virtual obstacles (such as wall, defence tower etc.) are passed through there are game role.
Fig. 8 diagrammatically illustrates the flow diagram of the synchronous method of the scene of game of an embodiment according to the present invention.
The synchronization for participating in the multiple client game scenario of the game of same field networking battle, needs each client by trip to be synchronized
Play information is sent to server-side.This method is executed in figure by any client for sending game information to be synchronized as executing subject
Each step.
It should be noted that " game information to be synchronized " involved in this embodiment, " mobile logic of class information ", " shape
The technical characteristics such as state logic of class information ", with the spy of above-mentioned technology involved in embodiment of the aforementioned service end as executing subject
It levies corresponding.
With reference to Fig. 8, which includes:
Step S801 obtains game information to be synchronized, the game information packet to be synchronized in response to the game operation of user
Containing type identification;With
Step S802 judges the type of the game information to be synchronized according to the type identification, and according to judging result
The game information to be synchronized is sent to server-side, so that the server-side is according to the type identification to the game to be synchronized
Information handle and then the corresponding scene of game of the game information to be synchronized is shown at least one client synchronization.
It is explained in conjunction with synchronous method of the Fig. 9 to the game information of embodiment illustrated in fig. 8:
In step S901, in response to the game operation of user, game information to be synchronized, the game letter to be synchronized are obtained
Cease containing type mark.In step S902, judge whether the game information to be synchronized is mobile according to the type identification
Logic of class information.
In the exemplary embodiment, it networks in the game of battle, the game operation of user includes game player to client
Hold the operation informations such as the click mouse executed, sliding mouse and sliding screen.According to game operation and game information to be synchronized
Between default corresponding relationship, corresponding game information to be synchronized can be obtained according to the game operation of user.Wherein to same
Step game information can be divided into: the mobile logic of class information of virtual objects (such as: game role, stage property etc.), such as game are played
Movement of family's control game role in scene, or excute a law for enemy's game role or presented using related stage property
Mobile effect;And game state logical message, such as: the technical ability release of game role, death/resurrection of game role, war
The display state etc. of static scenes in the broadcast (including game role is defeated, defence tower destruction etc.) of field information and game picture
Non-moving category information.Wherein, type identification is for characterizing game to be synchronized as mobile logic of class information or state class logical message.
If the game information to be synchronized is mobile logic of class information, S903 is thened follow the steps, is based on unreliable communication protocols
View sends the game information to be synchronized to server-side so that the server-side to the game information to be synchronized handled with
And the corresponding scene of game of the game information to be synchronized is shown at least one described client synchronization.
In the exemplary embodiment, the unreliable communication protocol includes UDP.
If the game information to be synchronized is state class logical message, S904 is thened follow the steps, is based on reliable communication protocol
The game information to be synchronized is sent to server-side so that the server-side to the game information to be synchronized carry out processing and
The corresponding scene of game of the game information to be synchronized is shown at least one described client synchronization.
In the exemplary embodiment, the reliable communication protocol includes KCP.
In the exemplary embodiment, the state class logical message includes: the release conditions of game role technical ability, game
The display state of static virtual object in the death of role/demutation state, scene of game, at least one in the broadcast of battle field information
Kind.
In the technical solution provided by Fig. 8 and Fig. 9 embodiment, in response to the game operation of user, containing type is obtained
The game information to be synchronized of mark.Wherein, game information to be synchronized is specially mobile logic of class information and state class logical message.
To different types of game information to be synchronized, different types of game information to be synchronized is sent by institute based on different communication protocol
Game information to be synchronized is stated to server-side.For mobile logic of class information, then the clothes are sent to based on unreliable communication protocol
Business device is conducive to improve virtual objects in scene of game so as to avoid the delay in mobile logic of class information communication process
Mobile fluency, enhances the game experiencing of game player.For state class logical message, then it is sent to based on reliable communication protocol
The server, to avoid the key messages such as the game information to be synchronized for embodying state from being not missed, to be game
Player brings the game experiencing for approaching reality.
Figure 10 diagrammatically illustrates the flow diagram of the synchronous method of the game information of an embodiment according to the present invention,
Client has been shown in particular for the embodiment of the treatment process of the mobile logic of class information received.Wherein, same field is participated in
Network battle game multiple client game scenario synchronization, need that each client receives that server sends to same
Walk game information.This method executes each step in figure as executing subject by any client for receiving game information to be synchronized
Suddenly.
It should be noted that " game information to be synchronized " involved in this embodiment, " mobile logic of class information ", " the
The technical characteristics such as one movement routine information ", " the second movement routine information ", the embodiment with aforementioned service end as executing subject
Involved in above-mentioned technical characteristic it is corresponding.
The client that Figure 11 shows Figure 10 embodiment presets 1100 schematic diagram of map.With reference to Figure 10, including step S1001-
Step S1005, as follows in conjunction with Figure 11 explanation figure 10:
Step S1001 receives the movement routine information of the virtual objects to be moved from server-side as first movement
Routing information;
In the exemplary embodiment, the first movement routing information includes: the first coordinate PS1With the second coordinate PS2,
The first coordinate PS1The changing coordinates for being the virtual objects to be moved in the server-side scene of game/starting is sat
Mark, the second coordinate PS2For coordinates of targets of the virtual objects to be moved in the server-side scene of game.
It should be noted that the first movement routing information be by server-side determine there is no the roads of virtual obstacles
Diameter.
Step S1002 obtains coordinate of the virtual objects to be moved in current game scene as third coordinate
Pc1/Pc2;
Step S1003 judges the third coordinate P in conjunction with the map 1100 of default scene of gamec1/Pc2With described second
Coordinate PS2Between straight line on whether there is virtual obstacles B;
Step S1004 determines the movement routine information of the virtual objects to be moved as second according to judging result
Movement routine information;
In step S1005, determine the virtual objects to be moved current according to the second movement routine information
Movement speed in scene of game.
In the synchronous method of mobile logic of class information shown in Figure 10, receive the client of game information to be synchronized in addition to according to
According to virtual objects (such as game role etc.) to be moved except the coordinate and coordinates of targets of client current game scene, also
The moving direction that the virtual obstacles information on map goes out come COMPREHENSIVE CALCULATING virtual objects to be moved is preset according to client, from
And avoid in scene of game that there are the non-reality of approaching that game role passes through virtual obstacles (such as wall, defence tower etc.)
The appearance of picture.Meanwhile Figure 10 is provided in embodiment, virtual objects to be moved carry out the table of mobile synchronization in each client
Now independent of historical data.Because current position is the summation of mobile messages all in the past, if mobile synchronize depends on
It will cause the wastes of huge information content for historical data.And in Moba game, player focuses more on current battlefield shape
Gesture, thus it is most fast newest present case is showed, independent of historical data in virtual objects to be moved each
A client realizes the mobile speed for synchronizing and being conducive to improve simultaneous display, is conducive to the game experiencing for improving game player.
Figure 12 diagrammatically illustrates the process signal of the synchronous method of game information according to another embodiment of the present invention
Figure, is also shown client for the embodiment of the treatment process of the mobile logic of class information received.With reference to Figure 12, including step
Rapid S1201- step S1205, as follows in conjunction with Figure 11 explanation figure 12:
Step S1201 receives the movement routine information of the virtual objects to be moved from server-side as first movement
Routing information.
In step S1202, coordinate of the virtual objects to be moved in current game scene is obtained as third
Coordinate Pc1/Pc2。
Step S1203 judges the third coordinate P in conjunction with the map 1100 of default scene of gamec1/Pc2With described second
Coordinate PS2Between straight line on whether there is virtual obstacles B;
If the third coordinate and the second coordinate PS2Between straight line on there are virtual obstacles B, then in step
In S1204, with the third coordinate to the first coordinate Ps1Between straight line and the first path information as second move
Dynamic path.
It should be noted that the first path information is not limited to straight line (such as the P in Fig. 6s1-Ps2), it is also possible to right and wrong
Straight line (such as the P in Fig. 6s1-Ps2’-Ps2)。
If the third coordinate and the second coordinate PS2Between straight line on be not present virtual obstacles B, then in step
In S1205, with the third coordinate to the second coordinate Ps2Between straight line as the second movement routine information.
It is inevitable due to network delay with reference to Figure 11, when identical game role is presented on different clients, occur
On different coordinate positions.For example, coordinate of the target game role in the scene of game of client 1 is Pc1, in client 2
Scene of game in coordinate be Pc2.By step S1203 it is found that the coordinate in the scene of game of client 1 is Pc1With it is described
Second coordinate PS2Between straight line on there are virtual obstacles B, with the third coordinate Pc1P between to first coordinates1's
Straight line and the first path information are (for example, the first coordinate Ps1To the second coordinate Ps2Between straight line, or, described
First coordinate Ps1The second coordinate P is reached after intermediate transit points2Between broken line) as mesh in the scene of game of client 1
Mark the movement routine of game role.And the coordinate in the scene of game of client 2 is Pc2With the second coordinate PS2Between it is straight
Virtual obstacles B is not present on line, with the third coordinate Pc2 1To the second coordinate Ps2Between straight line as client 2
Scene of game in target game role movement routine.
Client provided in this embodiment determines in the method for the movement routine of virtual objects to be moved, when straight line reaches
Path on there are when virtual obstacles, using the origin coordinates first reached in first path information, then according to first path
The mode of information arrival coordinates of targets.Since virtual obstacles are not present for what is determined by server-side in the first movement routing information
The path of object, to reach around the purpose of coordinates of targets is reached after virtual obstacles again.It is straight in the related technology to avoid use
Line reaches the issuable Novel presentations such as mobile in wall for a long time of coordinates of targets.
In the exemplary embodiment, after the second movement routine mobile for virtual objects to be moved determines, wait move
The acquisition process of the movement speed of dynamic virtual objects, comprising:
Virtual objects to be moved are obtained in server-side movement speed V.
For the third coordinate Pc1With the second coordinate PS2Between straight line on the case where there are virtual obstacles B.
Obtain the third coordinate Pc1P between to first coordinates1Straight length L4 and the corresponding road of the first path information
Electrical path length L5.Further, it is determined that the movement speed V3=V* [(L4+L5)/L5] of virtual objects to be moved.
For the third coordinate Pc2With the second coordinate PS2Between straight line on be not present virtual obstacles B feelings
Condition.Virtual objects to be moved are obtained by third coordinate Pc2Pass through linear movement to the second coordinate PS2Distance L6.Further
Ground determines the movement speed V4=V* [L6/L5] of virtual objects to be moved.
In the present embodiment, when causing game role route longer there are virtual obstacles using the mobile speed relative to acceleration
Degree, there is no virtual obstacles to game role route it is shorter when using opposite deceleration mesh from movement speed to server-side
Cursor position restrains the destination approached, final to realize synchronize more mobile than smoother coordinate.Using movement provided in this embodiment
Synchronous mode can make client is smoother smooth to restrain to the coordinate of server-side, therefore this just needs client to receive
To be server-side newest mobile message, this method of synchronization is independent of historical operation and historic state, it is only necessary to most
New mobile logic of class information can be completed.
In the synchronous method of mobile logic of class information shown in Figure 12, receive the client of game information to be synchronized in addition to according to
According to virtual objects (such as game role etc.) to be moved except the coordinate and coordinates of targets of client current game scene, also
The moving direction that the virtual obstacles information on map goes out come COMPREHENSIVE CALCULATING virtual objects to be moved is preset according to client, from
And avoid in scene of game that there are the non-reality of approaching that game role passes through virtual obstacles (such as wall, defence tower etc.)
The appearance of picture.
Server-side embodiment of the invention introduced below can be used for executing the side of synchronization of the above-mentioned game information of the present invention
Method.Figure 13 diagrammatically illustrates the structural schematic diagram of the server-side of embodiment according to the present invention, with reference to Figure 13, the server-side
1300 include:
Receiving module 1301, for receiving the game information to be synchronized from least one client, the trip to be synchronized
Information of playing includes type identification;
Judgment module 1302, for judging the type of the game information to be synchronized according to the type identification, and according to
The judging result processing game information to be synchronized, with according to the game information to be synchronized at least one described client
Synchronize display.
In the exemplary embodiment, which includes: first processing module.
First processing module is used to be judged according to the type identification game information to be synchronized for mobile logic of class letter
Breath then handles the game information to be synchronized and obtains processing result, and sends the processing result based on unreliable communication protocol
It is aobvious to be synchronized at least one described client according to the mobile logic of class information at least one described client
Show.
In the exemplary embodiment, the unreliable communication protocol includes UDP.
In the exemplary embodiment, which includes: Second processing module.
Second processing module is used to be judged according to the type identification game information to be synchronized for state logic of class letter
Breath, then
Judge whether the game information to be synchronized is continuous with previous bar state logic of class information;
If the game information to be synchronized and previous bar state logic of class information are continuous, the game letter to be synchronized is handled
Breath obtains processing result, and sends the processing result at least one described client, so that institute based on reliable communication protocol
State the corresponding scene of game of state class logical message simultaneous display at least one described client.
In the exemplary embodiment, Second processing module is also used to the client hair for sending the mobile logical message
Send ACK message.
In the exemplary embodiment, if Second processing module is also used to the game information to be synchronized and previous bar state
Logic of class information is discontinuous, then
It is sent to the destination client for sending the state class logical message and retransmits request;
The state class logical message that the destination client is retransmitted based on reliable communication protocol is received, and is judged again
Whether the state class logical message is continuous with previous bar state logic of class information.
In the exemplary embodiment, the reliable communication protocol includes KCP.
In the exemplary embodiment, the state class logical message includes: the release conditions of game role technical ability, game
The display state of static virtual object in the death of role/demutation state, scene of game, at least one in the broadcast of battle field information
Kind.
In the exemplary embodiment, the first processing module includes:
Acquiring unit is sat for obtaining coordinate of the virtual objects to be moved in current game scene as starting
It is marked with and the moving direction of the virtual objects to be moved;
Determination unit, for determining the in the current game scene according to the origin coordinates and the moving direction
One coordinates of targets;
Judging unit judges that the origin coordinates and the first object are sat for combining the map of default scene of game
It whether there is virtual obstacles on straight line between mark;
Determination unit is also used to determine the movement routine information conduct of the virtual objects to be moved according to judging result
First movement routing information.
In the exemplary embodiment, the judging unit be also used to the origin coordinates and the first object coordinate it
Between straight line on there are virtual obstacles, then for the virtual objects to be moved again pathfinding with determine the second coordinates of targets,
And the movement routine for determining the origin coordinates, second coordinates of targets and the first object coordinate is as described first
Movement routine information.
In the exemplary embodiment, the judging unit be also used to the judging result be there is no virtual obstacles,
The movement routine for then determining the origin coordinates and first object coordinate is as the first movement routing information.
In the exemplary embodiment, the determination unit is also used to according to first movement routing information determination
The movement speed of virtual objects to be moved in current game scene.
Due to the game corresponding with above-mentioned Fig. 1 to Fig. 7 of each functional module of the server-side of example embodiments of the present invention
The step of example embodiment of the synchronous method of information, is corresponding, therefore for undisclosed details in apparatus of the present invention embodiment,
Please refer to the embodiment of the synchronous method of the above-mentioned corresponding game information of Fig. 1 to Fig. 7 of the present invention.
The embodiment of the client of transmission game information to be synchronized of the invention introduced below, can be used for executing the present invention
The synchronous method of above-mentioned game information.Figure 14 diagrammatically illustrates the transmission game letter to be synchronized of embodiment according to the present invention
The structural schematic diagram of the client 1400 of breath, with reference to Figure 14, comprising:
It obtains module 1401 and obtains game information to be synchronized, the game to be synchronized with the game operation in response to user
Information includes type identification;
Sending module 1402, for judging the type of the game information to be synchronized according to the type identification, and according to
Judging result sends the game information to be synchronized to server-side so that the server-side according to the type identification to it is described to
Synchronous game information handle and then the corresponding scene of game of the game information to be synchronized is at least one client synchronization
Display.
In the exemplary embodiment, the sending module 1402 is specifically used for: according to type identification judgement
Game information to be synchronized is mobile logic of class information, then sends the game information to be synchronized based on unreliable communication protocol and extremely take
Business end, so that the server-side carries out processing and the corresponding trip of the game information to be synchronized to the game information to be synchronized
Play scene is shown at least one described client synchronization.
In the exemplary embodiment, the unreliable communication protocol includes UDP.
In the exemplary embodiment, the sending module 1402 is specifically used for: according to type identification judgement
Game information to be synchronized is state class logical message, then sends the game information to be synchronized to service based on reliable communication protocol
End, so that the server-side carries out processing and the corresponding game of the game information to be synchronized to the game information to be synchronized
Scene is shown at least one described client synchronization.
In the exemplary embodiment, the reliable communication protocol includes KCP.
In the exemplary embodiment, the state class logical message includes: the release conditions of game role technical ability, game
The display state of static virtual object in the death of role/demutation state, scene of game, at least one in the broadcast of battle field information
Kind.
Due to the transmission game information to be synchronized of example embodiments of the present invention client each functional module with it is upper
The step of stating the example embodiment of the synchronous method of the corresponding game information of Fig. 8 to Fig. 9 is corresponding, therefore for apparatus of the present invention reality
Undisclosed details in example is applied, the implementation of the synchronous method of the above-mentioned corresponding game information of Fig. 8 to Fig. 9 of the present invention is please referred to
Example.
The embodiment of the client of reception game information to be synchronized of the invention introduced below, can be used for executing the present invention
The synchronous method of above-mentioned game information.Figure 15 diagrammatically illustrates the reception game letter to be synchronized of embodiment according to the present invention
The structural schematic diagram of the client 1500 of breath, with reference to Figure 15, comprising:
Receiving module 1501, for receiving the movement routine information of the virtual objects to be moved from server-side as
One movement routine information, the first movement routing information include: the first coordinate and the second coordinate, and first coordinate is described
The changing coordinates of virtual objects to be moved in the server-side scene of game, second coordinate are the void to be moved
Quasi- coordinates of targets of the object in the server-side scene of game;
Module 1502 is obtained, for obtaining coordinate of the virtual objects to be moved in current game scene as the
Three coordinates;
Judgment module 1503 judges that the third coordinate and described second is sat for combining the play map of default trip scene
It whether there is virtual obstacles on straight line between mark;
Determining module 1504, for determining that the movement routine information of the virtual objects to be moved is made according to judging result
For the second movement routine information.
In the exemplary embodiment, the determining module 1504 is specifically used for:
There are virtual obstacles on straight line between the third coordinate and second coordinate, then with the third coordinate
Straight line and first coordinate between to first coordinate are to the straight line between second coordinate as the second mobile road
Diameter information.
In the exemplary embodiment, the determining module 1504 is specifically used for:
Virtual obstacles are not present on straight line between the third coordinate and second coordinate, then with third seat
Mark is to the straight line between second coordinate as the second movement routine information.
In the exemplary embodiment, the determining module 1504 is also used to:
The movement speed of the virtual objects to be moved is determined according to the second movement routine information.
Due to the reception game information to be synchronized of example embodiments of the present invention client each functional module with it is upper
The step of stating the example embodiment of the synchronous method of the corresponding game information of Figure 10 to Figure 12 is corresponding, therefore for apparatus of the present invention
Undisclosed details in embodiment please refers to the reality of the synchronous method of the above-mentioned corresponding game information of Figure 10 to Figure 12 of the present invention
Apply example.
Below with reference to Figure 16, it illustrates the computer systems for the electronic equipment for being suitable for being used to realize the embodiment of the present invention
1600 structural schematic diagram.The computer system 1600 of electronic equipment shown in Figure 16 is only an example, should not be to the present invention
The function and use scope of embodiment bring any restrictions.
As shown in figure 16, computer system 1600 include central processing unit (CPU) 1601, can according to be stored in only
It reads the program in memory (ROM) 1602 or is loaded into random access storage device (RAM) 1603 from storage section 1608
Program and execute various movements appropriate and processing.In RAM 1603, be also stored with various programs needed for system operatio and
Data.CPU 1601, ROM 1602 and RAM 1603 are connected with each other by bus 1604.Input/output (I/O) interface 1605
It is also connected to bus 1604.
I/O interface 1605 is connected to lower component: the importation 1606 including keyboard, mouse etc.;Including such as cathode
The output par, c 1607 of ray tube (CRT), liquid crystal display (LCD) etc. and loudspeaker etc.;Storage section including hard disk etc.
1608;And the communications portion 1609 of the network interface card including LAN card, modem etc..Communications portion 1609 passes through
Communication process is executed by the network of such as internet.Driver 1610 is also connected to I/O interface 1605 as needed.It is detachable to be situated between
Matter 1611, such as disk, CD, magneto-optic disk, semiconductor memory etc. are mounted on as needed on driver 1610, so as to
In being mounted into storage section 1608 as needed from the computer program read thereon.
Particularly, according to an embodiment of the invention, may be implemented as computer above with reference to the process of flow chart description
Software program.For example, the embodiment of the present invention includes a kind of computer program product comprising be carried on computer-readable medium
On computer program, which includes the program code for method shown in execution flow chart.In such reality
It applies in example, which can be downloaded and installed from network by communications portion 1609, and/or from detachable media
1611 are mounted.When the computer program is executed by central processing unit (CPU) 1601, executes in the system of the application and limit
Above-mentioned function.
It should be noted that computer-readable medium shown in the present invention can be computer-readable signal media or meter
Calculation machine readable storage medium storing program for executing either the two any combination.Computer readable storage medium for example can be --- but not
Be limited to --- electricity, magnetic, optical, electromagnetic, infrared ray or semiconductor system, device or device, or any above combination.Meter
The more specific example of calculation machine readable storage medium storing program for executing can include but is not limited to: have the electrical connection, just of one or more conducting wires
Taking formula computer disk, hard disk, random access storage device (RAM), read-only memory (ROM), erasable type may be programmed read-only storage
Device (EPROM or flash memory), optical fiber, portable compact disc read-only memory (CD-ROM), light storage device, magnetic memory device,
Or above-mentioned any appropriate combination.In the present invention, computer readable storage medium can be it is any include or storage journey
The tangible medium of sequence, the program can be commanded execution system, device or device use or in connection.And at this
In invention, computer-readable signal media may include in a base band or as carrier wave a part propagate data-signal,
Wherein carry computer-readable program code.The data-signal of this propagation can take various forms, including but unlimited
In electromagnetic signal, optical signal or above-mentioned any appropriate combination.Computer-readable signal media can also be that computer can
Any computer-readable medium other than storage medium is read, which can send, propagates or transmit and be used for
By the use of instruction execution system, device or device or program in connection.Include on computer-readable medium
Program code can transmit with any suitable medium, including but not limited to: wireless, electric wire, optical cable, RF etc. are above-mentioned
Any appropriate combination.
Flow chart and block diagram in attached drawing are illustrated according to the system of various embodiments of the invention, method and computer journey
The architecture, function and operation in the cards of sequence product.In this regard, each box in flowchart or block diagram can generation
A part of one module, program segment or code of table, a part of above-mentioned module, program segment or code include one or more
Executable instruction for implementing the specified logical function.It should also be noted that in some implementations as replacements, institute in box
The function of mark can also occur in a different order than that indicated in the drawings.For example, two boxes succeedingly indicated are practical
On can be basically executed in parallel, they can also be executed in the opposite order sometimes, and this depends on the function involved.Also it wants
It is noted that the combination of each box in block diagram or flow chart and the box in block diagram or flow chart, can use and execute rule
The dedicated hardware based systems of fixed functions or operations is realized, or can use the group of specialized hardware and computer instruction
It closes to realize.
Being described in unit involved in the embodiment of the present invention can be realized by way of software, can also be by hard
The mode of part realizes that described unit also can be set in the processor.Wherein, the title of these units is in certain situation
Under do not constitute restriction to the unit itself.
As on the other hand, present invention also provides a kind of computer-readable medium, which be can be
Included in electronic equipment described in above-described embodiment;It is also possible to individualism, and without in the supplying electronic equipment.
Above-mentioned computer-readable medium carries one or more program, when the electronics is set by one for said one or multiple programs
When standby execution, so that the electronic equipment realizes the synchronous method such as above-mentioned game information as described in the examples.
For example, the electronic equipment may be implemented as shown in Figure 1: step S101 is received from least one visitor
The game information to be synchronized at family end, the game information containing type mark to be synchronized;Step S102, according to the type identification
Judge the type of the game information to be synchronized, and the game information to be synchronized is handled according to judging result, according to
Game information to be synchronized carries out simultaneous display at least one described client.
For another example, each step as shown in Figure 2 a may be implemented in the electronic equipment.
It should be noted that although being referred to several modules or list for acting the equipment executed in the above detailed description
Member, but this division is not enforceable.In fact, embodiment according to the present invention, it is above-described two or more
Module or the feature and function of unit can embody in a module or unit.Conversely, an above-described mould
The feature and function of block or unit can be to be embodied by multiple modules or unit with further division.
Through the above description of the embodiments, those skilled in the art is it can be readily appreciated that example described herein is implemented
Mode can also be realized by software realization in such a way that software is in conjunction with necessary hardware.Therefore, according to the present invention
The technical solution of embodiment can be embodied in the form of software products, which can store non-volatile at one
Property storage medium (can be CD-ROM, USB flash disk, mobile hard disk etc.) in or network on, including some instructions are so that a calculating
Equipment (can be personal computer, server, touch control terminal or network equipment etc.) executes embodiment according to the present invention
Method.
Those skilled in the art after considering the specification and implementing the invention disclosed here, will readily occur to of the invention its
Its embodiment.This application is intended to cover any variations, uses, or adaptations of the invention, these modifications, purposes or
Person's adaptive change follows general principle of the invention and including the undocumented common knowledge in the art of the present invention
Or conventional techniques.The description and examples are only to be considered as illustrative, and true scope and spirit of the invention are by following
Claim is pointed out.
It should be understood that the present invention is not limited to the precise structure already described above and shown in the accompanying drawings, and
And various modifications and changes may be made without departing from the scope thereof.The scope of the present invention is limited only by the attached claims.
Claims (27)
1. a kind of synchronous method of game information characterized by comprising
Receive the game information to be synchronized from least one client, the game information containing type mark to be synchronized;
The type of the game information to be synchronized is judged according to the type identification, and described to be synchronized according to judging result processing
Game information, to carry out simultaneous display at least one described client according to the game information to be synchronized.
2. the method according to claim 1, wherein judging that the game to be synchronized is believed according to the type identification
The type of breath, and the game information to be synchronized is handled according to judging result, comprising:
Judge that the game information to be synchronized for mobile logic of class information, then handles the trip to be synchronized according to the type identification
It plays information acquisition processing result, and the processing result is sent at least one described client based on unreliable communication protocol,
To carry out simultaneous display at least one described client according to the mobile logic of class information.
3. according to the method described in claim 2, it is characterized in that, the unreliable communication protocol includes UDP.
4. the method according to claim 1, wherein judging that the game to be synchronized is believed according to the type identification
The type of breath, and the game information to be synchronized is handled according to judging result, comprising:
Judge that the game information to be synchronized for state class logical message, then judges the trip to be synchronized according to the type identification
Whether information of playing is continuous with previous bar state logic of class information;
If the game information to be synchronized and previous bar state logic of class information are continuous, handle the game information to be synchronized and obtain
Processing result is obtained, and the processing result is sent at least one described client, so that the shape based on reliable communication protocol
The corresponding scene of game of state logic of class information simultaneous display at least one described client.
5. according to the method described in claim 4, it is characterized in that, sending the processing result extremely based on reliable communication protocol
After at least one described client, further includes:
ACK message is sent to the client for sending the mobile logical message.
6. according to the method described in claim 4, it is characterized in that, judge the game information to be synchronized whether with previous item
After state class logical message is continuous, further includes:
If the game information to be synchronized and previous bar state logic of class information are discontinuous, believe to the state logic of class is sent
The destination client of breath, which is sent, retransmits request;
The state class logical message that the destination client is retransmitted based on reliable communication protocol is received, and again described in judgement
Whether state class logical message is continuous with previous bar state logic of class information.
7. according to the described in any item methods of claim 4 to 6, which is characterized in that
The reliable communication protocol includes KCP.
8. according to the method described in claim 4, it is characterized in that,
The state class logical message includes: the release conditions of game role technical ability, death/demutation state of game role, trip
At least one of the display state of static virtual object, the broadcast of battle field information in scene of playing.
9. according to the method described in claim 2, it is characterized in that, the processing game information to be synchronized obtains processing result,
Include:
The coordinate of virtual objects to be moved in current game scene is obtained as origin coordinates and the void to be moved
The moving direction of quasi- object;
First object coordinate is determined in the current game scene according to the origin coordinates and the moving direction;
In conjunction with the map of default scene of game, judge on the straight line between the origin coordinates and the first object coordinate whether
There are virtual obstacles;
Determine the movement routine information of the virtual objects to be moved as first movement routing information according to judging result.
10. according to the method described in claim 9, it is characterized in that, determined according to judging result it is described to be moved virtual right
The movement routine information of elephant is as first movement routing information, comprising:
There are virtual obstacles on straight line between the origin coordinates and the first object coordinate, then are described to be moved
Pathfinding is again to determine the second coordinates of targets for virtual objects, and by the origin coordinates, second coordinates of targets and described the
The movement routine that one coordinates of targets determines is as the first movement routing information.
11. according to the method described in claim 9, it is characterized in that, determined according to judging result it is described to be moved virtual right
The movement routine information of elephant is as first movement routing information, comprising:
The judging result is that there is no virtual obstacles, then the mobile road determined the origin coordinates and first object coordinate
Diameter is as the first movement routing information.
12. according to the described in any item methods of claim 9 to 11, which is characterized in that according to judging result determine it is described to
After the movement routine information of mobile virtual objects is as first movement routing information, further includes:
Mobile speed of the virtual objects to be moved in current game scene is determined according to the first movement routing information
Degree.
13. a kind of synchronous method of game information characterized by comprising
In response to the game operation of user, game information to be synchronized, the game information containing type mark to be synchronized are obtained;
The type of the game information to be synchronized is judged according to the type identification, and described to be synchronized according to judging result transmission
Game information to server-side so that the server-side according to the type identification to the game information to be synchronized handled into
And the corresponding scene of game of the game information to be synchronized is shown at least one client synchronization.
14. according to the method for claim 13, which is characterized in that judge the game to be synchronized according to the type identification
The type of information, and the game information to be synchronized is sent to server-side according to judging result, comprising:
Judge that the game information to be synchronized for mobile logic of class information, is then based on unreliable communication protocols according to the type identification
View sends the game information to be synchronized to server-side so that the server-side to the game information to be synchronized handled with
And the corresponding scene of game of the game information to be synchronized is shown at least one described client synchronization.
15. according to the method for claim 14, which is characterized in that the unreliable communication protocol includes UDP.
16. according to the method for claim 13, which is characterized in that judge the game to be synchronized according to the type identification
The type of information, and the game information to be synchronized is sent to server-side according to judging result, comprising:
Judge that the game information to be synchronized for state class logical message, is then based on reliable communication protocol according to the type identification
The game information to be synchronized is sent to server-side so that the server-side to the game information to be synchronized carry out processing and
The corresponding game information of the game information to be synchronized is shown at least one described client synchronization.
17. according to the method for claim 16, which is characterized in that
The reliable communication protocol includes KCP.
18. according to the method for claim 16, which is characterized in that
The state class logical message includes: the release conditions of game role technical ability, death/demutation state of game role, trip
At least one of the display state of static virtual object, the broadcast of battle field information in scene of playing.
19. a kind of synchronous method of game information characterized by comprising
The movement routine information of the virtual objects to be moved from server-side is received as first movement routing information, described the
One movement routine information includes: the first coordinate and the second coordinate, and first coordinate is the virtual objects to be moved in institute
The changing coordinates in server-side scene of game are stated, second coordinate is that the virtual objects to be moved are swum in the server-side
Coordinates of targets in scene of playing;
Coordinate of the virtual objects to be moved in current game scene is obtained as third coordinate;
In conjunction with the map of default scene of game, judge to whether there is on the straight line between the third coordinate and second coordinate
Virtual obstacles;
Determine the movement routine information of the virtual objects to be moved as the second movement routine information according to judging result.
20. according to the method for claim 19, which is characterized in that it is described to be moved virtual right to be determined according to judging result
The movement routine information of elephant is as the second movement routine information, comprising:
There are virtual obstacles on straight line between the third coordinate and second coordinate, then with the third coordinate to institute
Straight line between the first coordinate and the first path information are stated as the second movement routine information.
21. according to the method for claim 19, which is characterized in that it is described to be moved virtual right to be determined according to judging result
The movement routine information of elephant is as the second movement routine information, comprising:
Virtual obstacles are not present on straight line between the third coordinate and second coordinate, then extremely with the third coordinate
Straight line between second coordinate is as the second movement routine information.
22. 9 to 21 described in any item methods according to claim 1, which is characterized in that according to judging result determine it is described to
After the movement routine information of mobile virtual objects is as the second movement routine information, further includes:
The movement speed of the virtual objects to be moved is determined according to the second movement routine information.
23. a kind of server-side characterized by comprising
Receiving module, for receiving the game information to be synchronized from least one client, the game information packet to be synchronized
Containing type identification;
Judgment module, for judging the type of the game information to be synchronized according to the type identification, and according to judging result
The game information to be synchronized is handled, to synchronize at least one described client according to the game information to be synchronized
Display.
24. a kind of client characterized by comprising
It obtains module and obtains game information to be synchronized, the game information packet to be synchronized for the game operation in response to user
Containing type identification;
Sending module, for judging the type of the game information to be synchronized according to the type identification, and according to judging result
The game information to be synchronized is sent to server-side, so that the server-side is according to the type identification to the game to be synchronized
Information handle and then the corresponding scene of game of the game information to be synchronized is shown at least one client synchronization.
25. a kind of client characterized by comprising
Receiving module, for receiving the movement routine information of the virtual objects to be moved from server-side as first movement road
Diameter information, the first movement routing information include: the first coordinate and the second coordinate, and first coordinate is described to be moved
Changing coordinates of the virtual objects in the server-side scene of game, second coordinate are that the virtual objects to be moved exist
Coordinates of targets in the server-side scene of game;
Module is obtained, for obtaining coordinate of the virtual objects to be moved in current game scene as third coordinate;
Judgment module judges between the third coordinate and second coordinate for combining the map of default scene of game
It whether there is virtual obstacles on straight line;
Determining module, for determining that the movement routine information of the virtual objects to be moved is moved as second according to judging result
Dynamic routing information.
26. a kind of computer-readable medium, is stored thereon with computer program, which is characterized in that described program is held by processor
It is realized when row
The synchronous method of game information as described in any one of claims 1 to 12, or
Such as the synchronous method of the described in any item game informations of claim 13 to 18, or
Such as the synchronous method of the described in any item game informations of claim 19 to 22.
27. a kind of electronic equipment characterized by comprising
One or more processors;
Storage device, for storing one or more programs, when one or more of programs are by one or more of processing
When device executes, so that one or more of processors are realized
The synchronous method of game information as described in any one of claims 1 to 12, or
Such as the synchronous method of the described in any item game informations of claim 13 to 18, or
Such as the synchronous method of the described in any item game informations of claim 19 to 22.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201811075651.1A CN109276883B (en) | 2018-09-14 | 2018-09-14 | Game information synchronization method, server, client, medium and electronic device |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201811075651.1A CN109276883B (en) | 2018-09-14 | 2018-09-14 | Game information synchronization method, server, client, medium and electronic device |
Publications (2)
Publication Number | Publication Date |
---|---|
CN109276883A true CN109276883A (en) | 2019-01-29 |
CN109276883B CN109276883B (en) | 2022-05-31 |
Family
ID=65180725
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN201811075651.1A Active CN109276883B (en) | 2018-09-14 | 2018-09-14 | Game information synchronization method, server, client, medium and electronic device |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN109276883B (en) |
Cited By (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN111714884A (en) * | 2020-06-22 | 2020-09-29 | 网易(杭州)网络有限公司 | Game scene processing method, device, equipment and storage medium |
CN111901341A (en) * | 2020-07-28 | 2020-11-06 | 北京字节跳动网络技术有限公司 | State synchronization method and device |
CN112642143A (en) * | 2020-12-30 | 2021-04-13 | 明日世界(上海)网络科技有限公司 | Method, device, storage medium and electronic equipment for realizing information synchronization |
CN112752119A (en) * | 2019-10-31 | 2021-05-04 | 中兴通讯股份有限公司 | Time delay error correction method, terminal equipment, server and storage medium |
CN113144620A (en) * | 2021-05-20 | 2021-07-23 | 北京字节跳动网络技术有限公司 | Detection method, device, platform, readable medium and equipment for frame synchronization game |
CN113426103A (en) * | 2021-07-05 | 2021-09-24 | 网易(杭州)网络有限公司 | Virtual character movement control method and device, electronic equipment and storage medium |
WO2022048105A1 (en) * | 2020-09-07 | 2022-03-10 | 网易(杭州)网络有限公司 | Information control method and apparatus in game, and electronic device |
CN116614676A (en) * | 2023-07-14 | 2023-08-18 | 南京维赛客网络科技有限公司 | Method, system and storage medium for replaying virtual character animation in message synchronization |
CN117560385A (en) * | 2024-01-09 | 2024-02-13 | 北京万物镜像数据服务有限公司 | Synchronous information processing method, device and equipment for virtual object |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN106984043A (en) * | 2017-03-24 | 2017-07-28 | 武汉秀宝软件有限公司 | The method of data synchronization and system of a kind of many people's battle games |
CN107423015A (en) * | 2017-07-24 | 2017-12-01 | 腾讯科技(深圳)有限公司 | The synchronous display method and device of game content |
US9833694B1 (en) * | 2012-08-28 | 2017-12-05 | Zynga Inc. | Providing rewards to players based on activity of associated players |
CN107800741A (en) * | 2016-09-06 | 2018-03-13 | 盛趣信息技术(上海)有限公司 | MMORPG server architectures |
-
2018
- 2018-09-14 CN CN201811075651.1A patent/CN109276883B/en active Active
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US9833694B1 (en) * | 2012-08-28 | 2017-12-05 | Zynga Inc. | Providing rewards to players based on activity of associated players |
CN107800741A (en) * | 2016-09-06 | 2018-03-13 | 盛趣信息技术(上海)有限公司 | MMORPG server architectures |
CN106984043A (en) * | 2017-03-24 | 2017-07-28 | 武汉秀宝软件有限公司 | The method of data synchronization and system of a kind of many people's battle games |
CN107423015A (en) * | 2017-07-24 | 2017-12-01 | 腾讯科技(深圳)有限公司 | The synchronous display method and device of game content |
Cited By (14)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN112752119B (en) * | 2019-10-31 | 2023-12-01 | 中兴通讯股份有限公司 | Delay error correction method, terminal equipment, server and storage medium |
CN112752119A (en) * | 2019-10-31 | 2021-05-04 | 中兴通讯股份有限公司 | Time delay error correction method, terminal equipment, server and storage medium |
CN111714884A (en) * | 2020-06-22 | 2020-09-29 | 网易(杭州)网络有限公司 | Game scene processing method, device, equipment and storage medium |
CN111901341A (en) * | 2020-07-28 | 2020-11-06 | 北京字节跳动网络技术有限公司 | State synchronization method and device |
CN111901341B (en) * | 2020-07-28 | 2022-05-24 | 北京字节跳动网络技术有限公司 | State synchronization method and device |
WO2022048105A1 (en) * | 2020-09-07 | 2022-03-10 | 网易(杭州)网络有限公司 | Information control method and apparatus in game, and electronic device |
CN112642143B (en) * | 2020-12-30 | 2022-11-15 | 明日世界(上海)网络科技有限公司 | Method, device, storage medium and electronic equipment for realizing information synchronization |
CN112642143A (en) * | 2020-12-30 | 2021-04-13 | 明日世界(上海)网络科技有限公司 | Method, device, storage medium and electronic equipment for realizing information synchronization |
CN113144620A (en) * | 2021-05-20 | 2021-07-23 | 北京字节跳动网络技术有限公司 | Detection method, device, platform, readable medium and equipment for frame synchronization game |
CN113426103A (en) * | 2021-07-05 | 2021-09-24 | 网易(杭州)网络有限公司 | Virtual character movement control method and device, electronic equipment and storage medium |
CN116614676A (en) * | 2023-07-14 | 2023-08-18 | 南京维赛客网络科技有限公司 | Method, system and storage medium for replaying virtual character animation in message synchronization |
CN116614676B (en) * | 2023-07-14 | 2023-09-12 | 南京维赛客网络科技有限公司 | Method, system and storage medium for replaying virtual character animation in message synchronization |
CN117560385A (en) * | 2024-01-09 | 2024-02-13 | 北京万物镜像数据服务有限公司 | Synchronous information processing method, device and equipment for virtual object |
CN117560385B (en) * | 2024-01-09 | 2024-03-22 | 北京万物镜像数据服务有限公司 | Synchronous information processing method, device and equipment for virtual object |
Also Published As
Publication number | Publication date |
---|---|
CN109276883B (en) | 2022-05-31 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN109276883A (en) | Synchronous method, server-side, client, medium and the electronic equipment of game information | |
US6763371B1 (en) | Method and apparatus for collaborative communication in a communication network | |
US7584248B2 (en) | Apparatus and method for fair message exchanges in distributed multi-player games | |
US11833420B2 (en) | Low latency datagram-responsive computer network protocol | |
KR20210121289A (en) | Augmented Reality Mobile Edge Computing | |
KR100883907B1 (en) | Method and system for controlling game using in multi-player online game | |
US8805773B2 (en) | Minimizing latency in network program through transfer of authority over program assets | |
CN104468509A (en) | Method and system for transmitting mobile phone network game data and mobile phone user side | |
US8651955B2 (en) | Game device, control method, and computer program product | |
EP4145805A1 (en) | Information processing device, data synchronization program, data synchronization method, data synchronization system, and terminal device | |
US8244803B2 (en) | Method and apparatus for distributing data to a plurality of game devices | |
JP3998466B2 (en) | Network game system and network game processing method | |
Wang et al. | Experiences from implementing a mobile multiplayer real-time game for wireless networks with high latency | |
CN110769904A (en) | Output content processing method, output method, electronic device, and storage medium | |
US11838453B2 (en) | Systems and methods for efficient management of resources for streaming interactive multimedia content | |
US20230330522A1 (en) | Systems and methods for efficient management of resources for streaming interactive multimedia content | |
Schoonwinkel | Quantification and improvement of state consistency in a virtual environment under adverse network conditions | |
JP2011045505A (en) | Program, information memory medium and game device | |
Rashid | Fault Tolerance in Mobile Outdoor Wi-Fi Games. | |
Steed | Introduction to networked graphics | |
Vagstad et al. | Impact Of Latency In Wireless Networks For Real-time Multiplayer Games On Mobile Devices. | |
Palazzi | Fast and fair event delivery in large scale online games over heterogeneous networks. | |
JP2011045506A (en) | Program, information memory medium and game device |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
GR01 | Patent grant | ||
GR01 | Patent grant |